This is a *much* improved version of my previous thread .A case study in factions- The solution to everything . I read through all the posts and saw the different opinions people gave. From what I understand, there are two main things going on here. People want an invulnerable base. A place they can call home and dock one ship to. And then there are factions. These are two VERY separate things. This improved suggestion will (hopefully) not be unfair towards the lone ranger and builder styles.
I now understand that with the System Ownership Ideas I mentioned, the game would quickly turn into a battle for spam stations. Also, that players need to have at least one station they can call home. Some level of invincibility has to be present.
I had to make a new thread for a variety of reasons- this idea is different. The older thread was becoming increasingly aggressive, a battleground of sorts. Also, I partly understood it's bias against PvE.
Thanks to insightful posts (and conversations with) by Ithirahad , GnomeKing , kulbolen , Dr. Whammy RedAlert_007 , Lecic, Coyote27 , Antikristianos, Snowtiger256, Zoolimar
not necessarily in that order.
I now understand that with the System Ownership Ideas I mentioned, the game would quickly turn into a battle for spam stations. Also, that players need to have at least one station they can call home. Some level of invincibility has to be present.
I had to make a new thread for a variety of reasons- this idea is different. The older thread was becoming increasingly aggressive, a battleground of sorts. Also, I partly understood it's bias against PvE.
Thanks to insightful posts (and conversations with) by Ithirahad , GnomeKing , kulbolen , Dr. Whammy RedAlert_007 , Lecic, Coyote27 , Antikristianos, Snowtiger256, Zoolimar
not necessarily in that order.
- Every (non factioned and factioned) player gets to set an invulnerable "HOME" station somewhere in the universe. This station *cannot* claim the system. All weapon systems are deactivated when docked to HOME. Only that player can use doors, switches, logic etc. It simply is - a home. Eliminates the need to create one man factions for having a Homebase.
- Factions can be created the same way as current.
- Factions have set number of FP in the start. (Say "p")
- FP decrease the longer people play. Ten minutes playing will mean a configured FP decrease.
- FP increase if- you mine (set FP per 1000 ores and shards mined), manufacture ( double as above set FP per 1000 ores and shard equivalents consumed), you fight against enemy factions and enemy factions ALONE (set FP increase per 1000 mass damage done),
your shop sells stuff to other factions (set FP increase per 10,000 credits gained by shop).
- Certain amount of FP present with a faction will translate to a set number of invulnerable stations owned. That is, if you have X FP then you can set any ONE station invulnerable. If you have 2X FP then you can set two invulnerable, and so on.
- System ownership- as it currently is. (Although I can't help getting excited at the thought of partial ownership because its much more realistic that way...)
- Also, p<X. This will destroy creation of alt accounts dimplt to create one man factions and claiming systems near your enemies for strategy.
- FP is going to be a largely stable value, not increasing or decreasing much over time (opposite of the stock market). Ideally, FP gain values have to be adjusted so that stuff like one faction suddenly gaining two invincible home bases overnight is not a thing. It should take AT LEAST 5 days to earn an invincible station, that too with hard work and dedication. System ownership is meant to be aggressive - you have to show that you really OWN the system.
- The faction notification panel will display net FP gain or loss due to a player everytime he/she logs off. For eg,
This would add what is needed yet not seen in games-friendly competition WITHIN the faction, a kind of personal reputation for increasing FP."FP gain of 12 by Arcaner. Playtime= -3. Mining=+8. Battle=+7"
Also,
Manufacturing bonus is attributed to the station:
This would not favor factions with more members because although the FP gain over a period of time is more, for loss is more too."Manufacturing bonus due to StationAlpha =+9"
That being said, it is still better to be in a slightly larger faction (as it should be) if only for the fact that FP values are more stabilized, i.e, even if you don't do anything for a week, there are other players doing stuff which more or less maintains the FPs, whereas such a thing is simply not possible in a small 3 man faction.
Additionally, keep in mind that fleets would also generate FPs in battle encounters. This would be calculated the same way as for player battles. (Because same amount of risks). But, fleet mining would not generate any FP, to eliminate obvious exploits.
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